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DoomGame.md

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DoomGame

Flow control methods:


init

C++ bool init()
Lua boolean init()
Java boolean init()
Python bool init()

Initializes ViZDoom game instance and starts newEpisode. After calling this method, the first state from a new episode will be available. Some configuration options cannot be changed after calling this method. Init returns true when the game was started properly and false otherwise.


close

C++ void close()
Lua void close()
Java void close()
Python void close()

Closes ViZDoom game instance. It is automatically invoked by the destructor. The game can be initialized again after being closed.


newEpisode

C++ void newEpisode(std::string recordFilePath = "")
Lua void newEpisode(string recordFilePath = "")
Java void newEpisode(String recordFilePath = "")
Python void new_episode(str recordFilePath = "")

Changed in 1.1.0

Initializes a new episode. All rewards, variables and state are restarted. After calling this method, the first state from the new episode will be available. If the recordFilePath is not empty, given episode will be recorded to this file (as a Doom lump).

In multiplayer game, the host can call this method to finish the game. Then the rest of the players must also call this method to start a new episode.


replayEpisode

C++ void replayEpisode(std::string filePath, unsigned int player = 0)
Lua void replayEpisode(string filePath, number player = 0)
Java void replayEpisode(String filePath, int player = 0)
Python void replay_episode(str filePath, int player = 0)

Added in 1.1.0

Replays recorded episode from the given file and using the perspective of the specified player. Players are numbered from 1, player equal to 0 results in replaying demo using perspective of default player in the recording file. After calling this method, the first state from replay will be available. All rewards, variables and state are available during replaying episode.

See also:


isRunning

C++ bool isRunning()
Lua boolean isRunning()
Java boolean isRunning()
Python bool is_running()

Checks if the ViZDoom game instance is running.


isMultiplayerGame

C++ bool isMultiplayerGame()
Lua boolean isMultiplayerGame()
Java boolean isMultiplayerGame()
Python bool is_multiplayer_game()

Added in 1.1.2

Checks if the game is in multiplayer mode.


isRecordingEpisode

C++ bool isRecordingEpisode()
Lua boolean isRecordingEpisode()
Java boolean isRecordingEpisode()
Python bool is_recording_episode()

Added in 1.1.5

Checks if the game is in recording mode.


isReplayingEpisode

C++ bool isReplayingEpisode()
Lua boolean isReplayingEpisode()
Java boolean isReplayingEpisode()
Python bool is_replaying_episode()

Added in 1.1.5

Checks if the game is in replaying mode.


setAction

C++ void setAction(std::vector<double> const &actions)
Lua void setAction(DoubleTensor/table actions)
Java void setAction(double[] actions)
Python void set_action(list actions)

Sets the player's action for the next tics. Each value corresponds to a button specified with addAvailableButton method or in the configuration file (in order of appearance).


advanceAction

C++ void advanceAction(unsigned int tics = 1, bool updateState = true)
Lua void advanceAction(number tics = 1, boolean updateState = true)
Java void advanceAction(int tics = 1, boolean updateState = true)
Python void advance_action(int tics = 1, bool updateState = True)

Processes a specified number of tics. If updateState is set the state will be updated after last processed tic and a new reward will be calculated. To get new state use getState and to get the new reward use getLastReward. If updateState is not set the state will not be updated.


makeAction

C++ double makeAction(std::vector<double> const &actions, unsigned int tics = 1)
Lua number makeAction(DoubleTensor/table actions, number tics = 1);
Java double makeAction(double[] actions, int tics = 1);
Python float make_action(list actions, int tics = 1);

Method combining usability of setAction, advanceAction and getLastReward. Sets the player's action for the next tics, processes a specified number of tics, updates the state and calculates a new reward, which is returned.


isNewEpisode

C++ bool isNewEpisode()
Lua boolean isNewEpisode()
Java boolean isNewEpisode()
Python bool is_new_episode()

Returns true if the current episode is in the initial state - the first state, no actions were performed yet.


isEpisodeFinished

C++ bool isEpisodeFinished()
Lua boolean isEpisodeFinished()
Java boolean isEpisodeFinished()
Python bool is_episode_finished()

Returns true if the current episode is in the terminal state (is finished). makeAction and advanceAction methods will take no effect after this point (unless newEpisode method is called).


isPlayerDead

C++ bool isPlayerDead()
Lua boolean isPlayerDead()
Java boolean isPlayerDead()
Python bool is_player_dead()

Returns true if the player is dead. In singleplayer player death is equivalent to the end of the episode. In multiplayer when the player is dead respawnPlayer can be called.


respawnPlayer

C++ void respawnPlayer()
Lua void respawnPlayer()
Java void respawnPlayer()
Python void respawn_player()

This method respawns player after death in multiplayer mode. After calling this method, the first state after respawn will be available.

See also:


sendGameCommand

C++ void sendGameCommand(std::string cmd)
Lua void sendGameCommand(string cmd)
Java void sendGameCommand(String cmd)
Python void send_game_command(str cmd)

Sends the command to Doom console. Can be used for controling game, changing settings, cheats etc. Some commands will be blocked in some modes.

See also:


getState

C++ GameStatePtr (std::shared_ptr<GameState>) GameState getState()
Lua GameState getState()
Java GameState getState()
Python GameState get_state()

Changed in 1.1.0

Returns GameState object with the current game state. If the current episode is finished nullptr/null/None will be returned.

See also:


getServerState

C++ ServerStatePtr (std::shared_ptr<ServerState>) ServerState getServerState()
Lua ServerState getServerState()
Java ServerState getServerState()
Python ServerState get_state_state()

Added in 1.1.6

Returns ServerState object with the current server state.

See also:


getLastAction

C++ std::vector<double> getLastAction()
Lua DoubleTensor getLastAction()
Java double[] getLastAction()
Python list get_last_action()

Returns the last action performed. Each value corresponds to a button added with [addAvailableButton](#addAvailableButton) (in order of appearance). Most useful in SPECTATOR mode.


getEpisodeTime

C++ unsigned int getEpisodeTime()
Lua number getEpisodeTime()
Java int getEpisodeTime()
Python int get_episode_time()

Returns number of current episode tic.

Buttons settings methods


getAvailableButtons

C++ std::vector<Button> getAvailableButtons()
Lua table getAvailableButtons()
Java Button[] getAvailableButtons()
Python list get_available_buttons()

Returns the list of available Buttons.

See also:


setAvailableButtons

C++ void setAvailableButtons(std::vector<Button> buttons)
Lua void addAvailableButton(table)
Java void addAvailableButton(Button[] buttons)
Python void add_available_button(list)

Set given list of Buttons (e.g. TURN_LEFT, MOVE_FORWARD) as available Buttons,

Config key: availableButtons/available_buttons (list)

See also:


addAvailableButton

C++ void addAvailableButton(Button button, double maxValue = 0)
Lua void addAvailableButton(Button button, number maxValue = 0)
Java void addAvailableButton(Button button, double maxValue = 0)
Python void add_available_button(Button button, float maxValue = 0)

Add Button type (e.g. TURN_LEFT, MOVE_FORWARD) to available Buttons and sets the maximum allowed, absolute value for the specified button. If the given button has already been added, it will not be added again, but the maximum value is overridden.

Config key: availableButtons/available_buttons (list)

See also:


clearAvailableButtons

C++ void clearAvailableButtons()
Lua void clearAvailableButtons()
Java void clearAvailableButtons()
Python void clear_available_buttons()

Clears all available Buttons added so far.

See also:


getAvailableButtonsSize

C++ int getAvailableButtonsSize()
Lua number getAvailableButtonsSize()
Java int getAvailableButtonsSize()
Python int get_available_buttons_size()

Returns the number of available Buttons.

See also:


setButtonMaxValue

C++ void setButtonMaxValue(Button button, double maxValue = 0)
Lua void setButtonMaxValue(Button button, number maxValue = 0)
Java void setButtonMaxValue(Button button, double maxValue = 0)
Python void set_button_max_value(Button button, float maxValue = 0)

Sets the maximum allowed, absolute value for the specified button. Setting maximum value equal to 0 results in no constraint at all (infinity). This method makes sense only for delta buttons. Constraints limit applies in all Modes.

See also:


getButtonMaxValue

C++ unsigned int getButtonMaxValue(Button button)
Lua number getButtonMaxValue(Button button)
Java int getButtonMaxValue(Button button)
Python int get_button_max_value(Button button)

Returns the maximum allowed, absolute value for the specified button.

See also:


getButton

C++ double getButton(Button button)
Lua number getButton(Button button)
Java double getButton(Button button)
Python float get_button(Button button)

Returns the current state of the specified button (ATTACK, USE etc.).

See also:

GameVariables methods


getAvailableGameVariable

C++ std::vector<GameVariable> getAvailableGameVariables()
Lua table getAvailableGameVariables()
Java GameVariable[] getAvailableGameVariables()
Python list get_available_game_variables()

Returns the list of available GameVariables.

See also:


setAvailableGameVariables

C++ void setAvailableGameVariables(std::vector<GameVariable> variables)
Lua void setAvailableGameVariables(table variables)
Java void setAvailableGameVariables(GameVariable[] variables)
Python void set_available_game_variables(list variables)

Set list of GameVariable as available GameVariables in the GameState returned by getState method.

Config key: availableGameVariables/available_game_variables (list)

See also:


addAvailableGameVariable

C++ void addAvailableGameVariable(GameVariable variable)
Lua void addAvailableGameVariable(GameVariable variable)
Java void addAvailableGameVariable(GameVariable variable)
Python void add_available_game_variable(GameVariable variable)

Adds the specified GameVariable to the list of available game variables (e.g. HEALTH, AMMO1, ATTACK_READY) in the GameState returned by getState method.

Config key: availableGameVariables/available_game_variables (list)

See also:


clearAvailableGameVariables

C++ void clearAvailableGameVariables()
Lua void clearAvailableGameVariables()
Java void clearAvailableGameVariables()
Python void clear_available_game_variables()

Clears the list of available GameVariables that are included in the GameState returned by getState method.

See also:


getAvailableGameVariablesSize

C++ unsigned int getAvailableGameVariablesSize()
Lua number getAvailableGameVariablesSize()
Java int getAvailableGameVariablesSize()
Python int get_available_game_variables_size()

Returns the number of available GameVariables.

See also:


getGameVariable

C++ double getGameVariable(GameVariable variable)
Lua number getGameVariable(GameVariable variable)
Java double getGameVariable(GameVariable variable)
Python float get_game_variable(GameVariable variable)

Returns the current value of the specified game variable (HEALTH, AMMO1 etc.). The specified game variable does not need to be among available game variables (included in the state). It could be used for e.g. shaping. Returns 0 in case of not finding given GameVariable.

See also:

Game Arguments methods


addGameArgs

C++ void addGameArgs(std::string args)
Lua void addGameArgs(string args)
Java void addGameArgs(String args)
Python void add_game_args(str args)

Adds a custom argument that will be passed to ViZDoom process during initialization. Useful for changing additional game settings.

Config key: gameArgs/game_args

See also:


clearGameArgs

C++ void clearGameArgs()
Lua void clearGameArgs()
Java void clearGameArgs()
Python void clear_game_args()

Clears all arguments previously added with addGameArgs method.

Reward methods


getLivingReward

C++ double getLivingReward()
Lua number getLivingReward()
Java double getLivingReward()
Python double get_living_reward()

Returns the reward granted to the player after every tic.


setLivingReward

C++ void setLivingReward(double livingReward)
Lua void setLivingReward(number livingReward)
Java void setLivingReward(double livingReward)
Python void set_living_reward(float livingReward)

Sets the reward granted to the player after every tic. A negative value is also allowed.

Default value: 0

Config key: livingReward/living_reward


getDeathPenalty

C++ double getDeathPenalty()
Lua double getDeathPenalty()
Java double getDeathPenalty()
Python double get_death_penalty()

Returns the penalty for player's death.


setDeathPenalty

C++ void setDeathPenalty(double deathPenalty)
Lua void setDeathPenalty(number deathPenalty)
Java void setDeathPenalty(double deathPenalty)
Python void set_death_penalty(float deathPenalty)

Sets a penalty for player's death. Note that in case of a negative value, the player will be rewarded upon dying.

Default value: 0

Config key: deathPenalty/death_penalty


getLastReward

C++ double getLastReward()
Lua number getLastReward()
Java double getLastReward()
Python float get_last_reward()

Returns a reward granted after the last update of state.


getTotalReward

C++ double getTotalReward()
Lua number getTotalReward()
Java double getTotalReward()
Python float get_total_reward()

Returns the sum of all rewards gathered in the current episode.

General game setting methods


loadConfig

C++ bool loadConfig(std::string filePath)
Lua boolean loadConfig(string filePath)
Java boolean loadConfig(String filePath)
Python bool load_config(str filePath)

Loads configuration (resolution, available buttons, game variables etc.) from a configuration file. In case of multiple invocations, older configurations will be overwritten by the recent ones. Overwriting does not involve resetting to default values. Thus only overlapping parameters will be changed. The method returns true if the whole configuration file was correctly read and applied, false if the file contained errors.

See also:


getMode

C++ Mode getMode()
Lua Mode getMode()
Java Mode getMode()
Python Mode get_mode()

Returns current mode.


setMode

C++ void setMode(Mode mode)
Lua void setMode(Mode mode)
Java void setMode(Mode mode)
Python void set_mode(Mode mode)

Sets mode (PLAYER, SPECTATOR, ASYNC_PLAYER, ASYNC_SPECTATOR) in which the game will be running.

Default value: PLAYER.

Config key: mode

See also:


getTicrate

C++ unsigned int getTicrate()
Lua number getTicrate()
Java int getTicrate()
Python int get_ticrate()

Added in 1.1.0

Returns current ticrate.


setTicrate

C++ void setTicrate(unsigned int ticrate)
Lua void setTicrate(number ticrate)
Java void setTicrate(int ticrate)
Python void set_ticrate(int ticrate)

Added in 1.1.0

Sets ticrate for ASNYC Modes - number of tics executed per second.

Default value: 35 (default Doom ticrate).

Config key: ticrate

See also:


setViZDoomPath

C++ void setViZDoomPath(std::string filePath)
Lua void setViZDoomPath(string filePath)
Java void setViZDoomPath(String filePath)
Python void set_vizdoom_path(str filePath)

Sets path to ViZDoom engine executable.

Default value: "$VIZDOOM.SO_LOCATION/vizdoom", "vizdoom.exe" on Windows.

Config key: ViZDoomPath/vizdoom_path


setDoomGamePath

C++ void setDoomGamePath(std::string filePath)
Lua void setDoomGamePath(string filePath)
Java void setDoomGamePath(String filePath)
Python void set_doom_game_path(str filePath)

Sets path to the Doom engine based game file (wad format). If not used DoomGame will look for doom2.wad and freedoom2.wad (in that order) in the directory of ViZDoom's installation (where vizdoom.so is).

Default value: "$VIZDOOM.SO_LOCATION/{doom2.wad or freedoom2.wad}"

Config key: DoomGamePath/doom_game_path


setDoomScenarioPath

C++ void setDoomScenarioPath(std::string filePath)
Lua void setDoomScenarioPath(string filePath)
Java void setDoomScenarioPath(String filePath)
Python void set_doom_scenario_path(str filePath)

Sets path to additional scenario file (wad format).

Default value: ""

Config key: DoomScenarioPath/set_doom_scenario_path


setDoomMap

C++ void setDoomMap(std::string map)
Lua void setDoomMap(string map)
Java void setDoomMap(String map)
Python void set_doom_map(str map)

Sets the map name to be used.

Default value: "map01", if set to empty "map01" will be used.

Config key: DoomMap/doom_map


setDoomSkill

C++ void setDoomSkill(int skill)
Lua void setDoomSkill(number skill)
Java void setDoomSkill(int skill)
Python void set_doom_skill(int skill)

Sets Doom game difficulty level which is called skill in Doom. The higher is the skill, the harder the game becomes. Skill level affects monsters' aggressiveness, monsters' speed, weapon damage, ammunition quantities etc. Takes effect from the next episode.

  • 1 - VERY EASY, “I'm Too Young to Die” in Doom.
  • 2 - EASY, “Hey, Not Too Rough" in Doom.
  • 3 - NORMAL, “Hurt Me Plenty” in Doom.
  • 4 - HARD, “Ultra-Violence” in Doom.
  • 5 - VERY HARD, “Nightmare!” in Doom.

Default value: 3

Config key: DoomSkill/doom_skill


setDoomConfigPath

C++ void setDoomConfigPath(std::string filePath)
Lua void setDoomConfigPath(string filePath)
Java void setDoomConfigPath(String filePath)
Python void set_doom_config_path(str filePath)

Sets path for ViZDoom engine configuration file. The file is responsible for configuration of Doom engine itself. If it does not exist, it will be created after vizdoom executable is run. This method is not needed for most of the tasks and is added for convenience of users with hacking tendencies.

Default value: "", if left empty "_vizdoom.ini" will be used.

Config key: DoomConfigPath/doom_config_path


getSeed

C++ unsigned int getSeed()
Lua number getSeed()
Java int getSeed()
Python int getSeed()

Return ViZDoom's seed.


setSeed

C++ void setSeed(unsigned int seed)
Lua void setSeed(number seed)
Java void setSeed(int seed)
Python void set_seed(int seed)

Sets the seed of the ViZDoom's RNG that generates seeds (initial state) for episodes.

Default value: randomized in constructor

Config key: seed

See also:


getEpisodeStartTime

C++ unsigned int getEpisodeStartTime()
Lua number getEpisodeStartTime()
Java int getEpisodeStartTime()
Python int get_episode_start_time()

Returns start delay of every episode in tics.


setEpisodeStartTime

C++ void setEpisodeStartTime(unsigned int tics)
Lua void setEpisodeStartTime(number tics)
Java void setEpisodeStartTime(int tics)
Python void set_episode_start_time(int tics)

Sets start delay of every episode in tics. Every episode will effectively start (from the user's perspective) after given number of tics.

Default value: 1

Config key: episodeStartTime/episode_start_time


getEpisodeTimeout

C++ unsigned int getEpisodeTimeout()
Lua number getEpisodeTimeout()
Java int getEpisodeTimeout()
Python int get_episode_timeout()

Returns the number of tics after which the episode will be finished.


setEpisodeTimeout

C++ void setEpisodeTimeout(unsigned int tics)
Lua void setEpisodeTimeout(number tics)
Java void setEpisodeTimeout(int tics)
Python void set_episode_timeout(int tics)

Sets the number of tics after which the episode will be finished. 0 will result in no timeout.

Config key: episodeTimeout/episode_timeout

Output/rendering setting methods



setScreenResolution

C++ void setScreenResolution(ScreenResolution resolution)
Lua void setScreenResolution(ScreenResolution resolution)
Java void setScreenResolution(ScreenResolution resolution)
Python void set_screen_resolution(ScreenResolution resolution)

Sets the screen resolution. ZDoom engine supports only specific resolutions, supported resolutions are part of ScreenResolution enumeration (e.g. RES_320X240, RES_640X480, RES_1920X1080). The buffers as well as the content of ViZDoom's display window will be affected.

Default value: RES_320X240

Config key: screenResolution/screen_resolution

See also:


getScreenFormat

C++ ScreenFormat getScreenFormat()
Lua ScreenFormat getScreenFormat()
Java ScreenFormat getScreenFormat()
Python ScreenFormat get_screen_format()

Returns the format of the screen buffer and the automap buffer.


setScreenFormat

C++ void setScreenFormat(ScreenFormat format)
Lua void setScreenFormat(ScreenFormat format)
Java void setScreenFormat(ScreenFormat format)
Python void set_screen_format(ScreenFormat format)

Sets the format of the screen buffer and the automap buffer. Supported formats are defined in ScreenFormat enumeration type (e.g. CRCGCB, RGB24, GRAY8). The format change affects only the buffers so it will not have any effect on the content of ViZDoom's display window.

Default value: CRCGCB

Config key: screenFormat/screen_format

See also:


isDepthBufferEnabled

C++ bool isDepthBufferEnabled()
Lua boolean isDepthBufferEnabled()
Java boolean isDepthBufferEnabled()
Python bool isDepthBufferEnabled()

Added in 1.1.0

Returns true if the depth buffer is enabled.


setDepthBufferEnabled

C++ void setDepthBufferEnabled(bool depthBuffer)
Lua void setDepthBufferEnabled(boolean depthBuffer)
Java void setDepthBufferEnabled(boolean depthBuffer)
Python void set_depth_buffer_enabled(bool depthBuffer)

Added in 1.1.0

Enables rendering of the depth buffer, it will be available in the state. Depth buffer will contain noise if viz_nocheat is enabled.

Default value: false

Config key: depthBufferEnabled/depth_buffer_enabled

See also:


isLabelsBufferEnabled

C++ bool isLabelsBufferEnabled()
Lua boolean isLabelsBufferEnabled()
Java boolean isLabelsBufferEnabled()
Python bool isLabelsBufferEnabled()

Added in 1.1.0

Returns true if the labels buffer is enabled.


setLabelsBufferEnabled

C++ void setLabelsBufferEnabled(bool labelsBuffer)
Lua void setLabelsBufferEnabled(boolean labelsBuffer)
Java void setLabelsBufferEnabled(boolean labelsBuffer)
Python void set_labels_buffer_enabled(bool labelsBuffer)

Added in 1.1.0

Enables rendering of the labels buffer, it will be available in the state with the vector of Labels. LabelsBuffer will contain noise if viz_nocheat is enabled.

Default value: false

Config key: labelsBufferEnabled/labels_buffer_enabled

See also:


isAutomapBufferEnabled

C++ bool isAutomapBufferEnabled()
Lua boolean isAutomapBufferEnabled()
Java boolean isAutomapBufferEnabled()
Python bool is_automap_buffer_enabled()

Added in 1.1.0

Returns true if the automap buffer is enabled.


setAutomapBufferEnabled

C++ void setAutomapBufferEnabled(bool automapBuffer)
Lua void setAutomapBufferEnabled(boolean automapBuffer)
Java void setAutomapBufferEnabled(boolean automapBuffer)
Python void set_automap_buffer_enabled(bool automapBuffer)

Added in 1.1.0

Enables rendering of the automap buffer, it will be available in the state.

Default value: false

Config key: automapBufferEnabled/automap_buffer_enabled

See also:


setAutomapMode

C++ void setAutomapMode(AutomapMode mode)
Lua void setAutomapMode(AutomapMode mode)
Java void setAutomapMode(AutomapMode mode)
Python void set_automap_mode(AutomapMode mode)

Added in 1.1.0

Sets the automap mode (NORMAL, WHOLE, OBJECTS, OBJECTS_WITH_SIZE) with determine what will be visible on it.

Default value: NORMAL

Config key: automapMode/set_automap_mode

See also:


setAutomapRotate

C++ void setAutomapRotate(bool rotate)
Lua void setAutomapRotate(boolean rotate)
Java void setAutomapRotate(boolean rotate)
Python void set_automap_rotate(bool rotate)

Added in 1.1.0

Determine if the automap will be rotating with the player. If false, north always will be at the top of the buffer.

Default value: false

Config key: automapRotate/automap_rotate


setAutomapRenderTextures

C++ void setAutomapRenderTextures(bool textures)
Lua void setAutomapRenderTextures(boolean textures)
Java void setAutomapRenderTextures(boolean textures)
Python void set_automap_render_textures(bool textures)

Added in 1.1.0

Determine if the automap will be textured, showing the floor textures.

Default value: true

Config key: automapRenderTextures/automap_render_textures


setRenderHud

C++ void setRenderHud(bool hud)
Lua void setRenderHud(boolean hud)
Java void setRenderHud(boolean hud)
Python void set_render_hud(bool hud)

Determine if the hud will be rendered in game.

Default value: false

Config key: renderHud/render_hud


setRenderMinimalHud

C++ void setRenderMinimalHud(bool minHud)
Lua void setRenderMinimalHud(boolean minHud)
Java void setRenderMinimalHud(boolean minHud)
Python void set_render_minimal_hud(bool minHud)

Added in 1.1.0

Determine if the minimalistic version of the hud will be rendered instead of the full hud.

Default value: false

Config key: renderMinimalHud/render_minimal_hud


setRenderWeapon

C++ void setRenderWeapon(bool weapon)
Lua void setRenderWeapon(boolean weapon)
Java void setRenderWeapon(boolean weapon)
Python void set_render_weapon(bool weapon)

Determine if the weapon held by the player will be rendered in game.

Default value: true

Config key: renderWeapon/render_weapon


setRenderCrosshair

C++ void setRenderCrosshair(bool crosshair)
Lua void setRenderCrosshair(boolean crosshair)
Java void setRenderCrosshair(boolean crosshair)
Python void set_render_crosshair(bool crosshair)

Determine if the crosshair will be rendered in game.

Default value: false

Config key: renderCrosshair/render_crosshair


setRenderDecals

C++ void setRenderDecals(bool decals)
Lua void setRenderDecals(boolean decals)
Java void setRenderDecals(boolean decals)
Python void set_render_decals(bool decals)

Determine if the decals (marks on the walls) will be rendered in game.

Default value: true

Config key: renderDecals/render_decals


setRenderParticles

C++ void setRenderParticles(bool particles)
Lua void setRenderParticles(boolean particles)
Java void setRenderParticles(boolean particles)
Python void set_render_particles(bool particles)

Determine if the particles will be rendered in game.

Default value: true

Config key: renderParticles/render_particles


setRenderEffectsSprites

C++ void setRenderEffectsSprites(bool sprites)
Lua void setRenderEffectsSprites(boolean sprites)
Java void setRenderEffectsSprites(boolean sprites)
Python void set_render_effects_sprites(bool sprites)

Added in 1.1.0

Determine if some effects sprites (gun puffs, blood splats etc.) will be rendered in game.

Default value: true

Config key: renderEffectsSprites/render_effects_sprites


setRenderMessages

C++ void setRenderMessages(bool messages)
Lua void setRenderMessages(boolean messages)
Java void setRenderMessages(boolean messages)
Python void set_render_messages(bool messages)

Added in 1.1.0

Determine if ingame messages (information about pickups, kills etc.) will be rendered in game.

Default value: false

Config key: renderMessages/render_messages


setRenderCorpses

C++ void setRenderCorpses(bool corpses)
Lua void setRenderCorpses(boolean corpses)
Java void setRenderCorpses(boolean corpses)
Python void set_render_corpsess(bool corpses)

Added in 1.1.0

Determine if actors' corpses will be rendered in game.

Default value: true

Config key: renderCorpses/render_corpses


setRenderScreenFlashes

C++ void setRenderScreenFlashes(bool flashes)
Lua void setRenderScreenFlashes(boolean flashes)
Java void setRenderScreenFlashes(boolean flashes)
Python void set_render_screen_flashes(bool flashes)

Added in 1.1.3

Determine if the screen flash effect upon taking damage or picking up items will be rendered in game.

Default value: true

Config key: renderScreenFlashes/render_screen_flashes


setRenderAllFrames

C++ void setRenderAllFrames(bool allFrames)
Lua void setRenderAllFrames(boolean allFrames)
Java void setRenderAllFrames(boolean allFrames)
Python void set_render_all_frames(bool all_frames)

Added in 1.1.3

Determine if all frames between states will be rendered (when skip greater then 1 is used). Allows smooth preview, but can reduce performance. It only makes sense to use it if the window is visible.

Default value: false

Config key: renderAllFrames/render_all_frames

See also:


setWindowVisible

C++ void setWindowVisible(bool visibility)
Lua void setWindowVisible(boolean visibility)
Java void setWindowVisible(boolean visibility)
Python void set_window_visible(bool visibility)

Determines if ViZDoom's window will be visible. ViZDoom with window disabled can be used on Linux system without X Server.

Default value: false

Config key: windowVisible/window_visible


setConsoleEnabled

C++ void setConsoleEnabled(bool console)
Lua void setConsoleEnabled(boolean console)
Java void setConsoleEnabled(boolean console)
Python void set_console_enabled(bool console)

Determines if ViZDoom's console output will be enabled.

Default value: false

Config key: consoleEnabled/console_enabled


setSoundEnabled

C++ void setSoundEnabled(bool sound)
Lua void setSoundEnabled(boolean sound)
Java void setSoundEnabled(boolean sound)
Python void set_sound_enabled(bool sound)

Determines if ViZDoom's sound will be played.

Default value: false

Config key: soundEnabled/sound_enabled


getScreenWidth

C++ int getScreenWidth()
Lua number getScreenWidth()
Java int getScreenWidth()
Python int get_screen_width()

Returns game's screen width - width of all buffers.


getScreenHeight

C++ int getScreenHeight()
Lua number getScreenHeight()
Java int getScreenHeight()
Python int get_screen_height()

Returns game's screen height - height of all buffers.


getScreenChannels

C++ int getScreenChannels()
Lua number getScreenChannels()
Java int getScreenChannels()
Python int get_screen_channels()

Returns number of channels in screen buffer and map buffer (depth and labels buffer always have one channel).


getScreenPitch

C++ size_t getScreenPitch()
Lua number getScreenPitch()
Java int getScreenPitch()
Python int get_screen_pitch()

Returns size in bytes of one row in screen buffer and map buffer.


getScreenSize

C++ size_t getScreenSize()
Lua number getScreenSize()
Java int getScreenSize()
Python int get_screen_size()

Returns size in bytes of screen buffer and map buffer.


isObjectsInfoEnabled

C++ bool isAutomapBufferEnabled()
Lua boolean isAutomapBufferEnabled()
Java boolean isAutomapBufferEnabled()
Python bool isAutomapBufferEnabled()

Added in 1.1.8

Returns true if the objects information is enabled.


setObjectsInfoEnabled

C++ void setObjectsInfoEnabled(bool objectsInfo)
Python void set_objects_info_enabled(bool objectsInfo)

Added in 1.1.8

Enables information about all objects present in current episode/level, it will be available in the state.

Default value: false

Config key: objectsInfoEnabled/objects_info_enabled

See also:


isSectorsInfoEnabled

C++ bool isSectorsInfoEnabled()
Python bool is_sectors_info_enabled()

Added in 1.1.8

Returns true if the sectors information is enabled.


setSectorsInfoEnabled

C++ void setSectorsInfoEnabled(bool sectorsInfo)
Python void set_sectors_info_enabled(bool sectorsInfo)

Added in 1.1.8

Enables information about all sectors (map layout) present in current episode/level, it will be available in the state.

Default value: false

Config key: sectorsInfoEnabled/sectors_info_enabled

See also: